mirror of https://github.com/AxioDL/amuse.git
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
#include "amuse/EffectDelay.hpp"
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#include "amuse/Common.hpp"
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#include "amuse/IBackendVoice.hpp"
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#include <string.h>
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#include <cmath>
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namespace amuse
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{
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template <typename T>
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EffectDelayImp<T>::EffectDelayImp(uint32_t initDelay, uint32_t initFeedback, uint32_t initOutput, double sampleRate)
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{
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initDelay = clamp(10u, initDelay, 5000u);
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initFeedback = clamp(0u, initFeedback, 100u);
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initOutput = clamp(0u, initOutput, 100u);
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for (int i = 0; i < 8; ++i)
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{
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x3c_delay[i] = initDelay;
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x48_feedback[i] = initFeedback;
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x54_output[i] = initOutput;
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}
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_setup(sampleRate);
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}
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template <typename T>
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void EffectDelayImp<T>::_setup(double sampleRate)
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{
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m_sampsPerMs = std::ceil(sampleRate / 1000.0);
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m_blockSamples = m_sampsPerMs * 5;
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_update();
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}
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template <typename T>
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void EffectDelayImp<T>::_update()
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{
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for (int i = 0; i < 8; ++i)
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{
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x0_currentSize[i] = ((x3c_delay[i] - 5) * m_sampsPerMs + 159) / 160;
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xc_currentPos[i] = 0;
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x18_currentFeedback[i] = x48_feedback[i] * 128 / 100;
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x24_currentOutput[i] = x54_output[i] * 128 / 100;
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x30_chanLines[i].reset(new T[m_blockSamples * x0_currentSize[i]]);
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memset(x30_chanLines[i].get(), 0, m_blockSamples * x0_currentSize[i] * sizeof(T));
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}
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m_dirty = false;
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}
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template <typename T>
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void EffectDelayImp<T>::applyEffect(T* audio, size_t frameCount, const ChannelMap& chanMap)
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{
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if (m_dirty)
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_update();
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for (size_t f = 0; f < frameCount;)
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{
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for (unsigned c = 0; c < chanMap.m_channelCount; ++c)
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{
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T* chanAud = audio + c;
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for (unsigned i = 0; i < m_blockSamples && f < frameCount; ++i, ++f)
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{
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T& liveSamp = chanAud[chanMap.m_channelCount * i];
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T& samp = x30_chanLines[c][xc_currentPos[c] * m_blockSamples + i];
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samp = ClampFull<T>(samp * x18_currentFeedback[c] / 128 + liveSamp);
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liveSamp = samp * x24_currentOutput[c] / 128;
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}
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xc_currentPos[c] = (xc_currentPos[c] + 1) % x0_currentSize[c];
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}
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audio += chanMap.m_channelCount * m_blockSamples;
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}
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}
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template class EffectDelayImp<int16_t>;
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template class EffectDelayImp<int32_t>;
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template class EffectDelayImp<float>;
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}
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